2 분 소요

Think about dialogue

  • What does it mean in UI design?

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Think about dialogue

  • What does it mean in UI design?
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    • marriage service
      • general flow, generic – blanks for names
      • pattern of interaction between people
    • computer dialogue
      • pattern of interaction between users and system
      • but details differ each time


Network diagrams

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  • Show different paths through system

  • What leads to what
  • What happens when
  • Including branches
  • More task oriented then hierarchy


Wider still

  • Between applications
  • And beyond …


Wider still …

  • Style issues:
    • platform standards, consistency: Windows vs MacOS
  • Functional issues
    • cut and paste: ^C & ^V
  • Navigation issues
    • embedded applications
    • links to other apps … the web


User action and control

  • Entering information
  • Knowing what to do
  • Affordances


Entering information

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  • Forms, dialogue boxes
    • presentation + data input
    • similar layout issues
    • alignment – NB: different label lengths
  • Logical layout
    • use task analysis
    • groupings
    • natural order for entering information
      • top-bottom, left-right (depending on culture)
      • set tab order for keyboard entry


Knowing what to do

  • What is active, what is passive
    • where do you click
    • where do you type
  • Consistent style helps
    • e.g. web underlined links
  • Labels and icons
    • standards for common actions
    • language – bold = current state or action


Affordances

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  • Psychological term
    • The perceived and actual properties of an object that determine how it could possibly be used
  • For physical objects
    • shape and size suggest actions
      • pick up, twist, throw
    • also cultural – buttons ‘afford’ pushing
  • For screen objects
    • button-like object ‘affords’ mouse click
    • physical-like objects suggest use
  • Culture of computer use
    • icons ‘afford’ clicking
    • or even double clicking … not like real buttons!


Affordance Examples

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Affordances in GUI Design

  • Buttons drawn as 3D shapes appear to “stick out” and hence afford pushing.
  • Sliders and scroll bars afford dragging

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Tabbed Dialogs

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Appropriate appearance

  • Presenting information
  • Aesthetics and utility
  • Colour and 3D
  • Localisation & internationalisation


screen design and layout

  • basic principles
  • grouping, structure, order
  • alignment
  • use of white space

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basic principles

  • ask
    • what is the user doing?
  • think
    • what information, comparisons, order
  • design
    • form follows function


available tools

  • grouping of items
  • order of items
  • decoration - fonts, boxes etc.
  • alignment of items
  • white space between items


grouping and structure

logically together => physically together

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order of groups and items

  • think! - what is natural order
  • should match screen order!
    • use boxes, space etc.
    • set up tabbing right!
  • instructions
    • beware the cake recipe syndrome!

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decoration

  • use boxes to group logical items
  • use fonts for emphasis, headings
  • but not too many!!

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alignment - text

  • you read from left to right (English and European) ==> align left hand side

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alignment - names

  • Usually scanning for surnames => make it easy!

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alignment - numbers

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alignment - numbers

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multiple columns

  • scanning across gaps hard: (often hard to avoid with large data base fields)

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multiple columns - 2

  • use leaders

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multiple columns - 3

  • or greying (vertical too)

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multiple columns - 4

  • or even (with care!) ‘bad’ alignment

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white space - the counter

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space to separate

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space to structure

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space to highlight

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physical controls

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